Calculate Velocity From Sockets

Calculate Velocity From Sockets

Windows
MacOS
Linux

This function calculates the velocity of an offset position on a bone / socket over time. The bone's / socket's motion can be expressed within a reference frame (another bone / socket). You need to hook up a valid PositionHistory variable to this for storage.

Target is Kismet Animation Library

Calculate Velocity From Sockets
Delta Seconds
0.0
Component
Socket or Bone Name
None
Reference Socket or Bone
None
Socket Space
RTS_World
Offset in Bone Space
X0
Y 0
Z 0
History
Number Of Samples
16
Velocity Min
0.f
Velocity Max
128.f
Easing Type
Linear
Custom Curve
Return Value
0.0

Inputs

In
Exec
Delta Seconds
Float

The time passed in seconds

Component
Skeletal Mesh Component Object Reference

The skeletal component to look for the bones / sockets

Socket or Bone Name
Name

The name of the bone / socket to track.

Reference Socket or Bone
Name

The name of the bone / socket to use as a frame of reference (or None if no frame of reference == world space).

Socket Space
ERelativeTransformSpace Enum

The space to use for the two sockets / bones

Offset in Bone Space
Vector

The relative position in the space of the bone / socket to track over time.

History
Position History Structure (by ref)

The history to use for storage.

Number Of Samples
Integer

The number of samples to use for the history. The higher the number of samples - the smoother the velocity changes.

Velocity Min
Float

The minimum velocity to use for normalization (if both min and max are set to 0, normalization is turned off)

Velocity Max
Float

The maximum velocity to use for normalization (if both min and max are set to 0, normalization is turned off)

Easing Type
EEasingFuncType Enum

The easing function to use

Custom Curve
Runtime Float Curve Structure (by ref)

The curve to use if the easing type is "Custom"

Outputs

Out
Exec
Return Value
Float
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